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LIBRARY OF CONGRESS, 



Shelf ...El.4 



UNITED STATES OF AMERICA. 



♦ ♦ ♦ THE ♦ ♦ ♦ 

INATIONAL flETHOD 



OF 



D uplicate W^hist 



(Patent applied for) 



♦ ♦♦ 

♦ 



COPYRIGHT 1892 BY 

Cassius M. Paine, Editor of "Whist," 

A\ILWAUKEE, WISCONSIN. 



PRINCIPLE VERY SIMPLE. 



♦ ♦♦ 

♦ 



MANUFACTURED BY 



THE NATIONAL CARD CO., 



INDIANAPOLIS, INDIANA. 



Largest and Best Equipped 



P 



LAYING CARD FACTORS 
ON EARTH 



All Round Corners and Indexed. 

All Face Cards Printed in Four and Five Colors. 
Perfect Color, Slip and Finish. 

Every Pack put,up in a good serviceable box. 

All Tuck Boxes provided with Murray's Patentee 
Finger Recess. 

THE NATIONAL CARD CO. was selected and appointed 
sole manufacturer of Playing Cards for the American Whist 
League (The National Association of Whist Clubs) after 
open competition with all American Card Makers. 

The National Card Co. manufactures the following 
brands of " National Playing Cards." 

ASK YOUR DEALER FOR THEM. USE NO OTHER. 

RAMBLER No. 22. APOLLO No. 33- 
BOSTON No. 55- LENOX No. 66. 

The following grades were especially prepared for Whist 
and other fuH=handed games. 

BIJOU No. 1. COLUMBIA No. 133. 

TENNIS No. 144. WHIST No. 175. 

All Tuck Boxes provided with Murray's Patent Finger Recess. 

The National Method 

DUPLICATE WHIST. 

s (Patent applied for.) % 

Copyright 1892 by Cassius M. Paine, Editor of " Whist." 

Set No. ^Capacity for 20 Original Deals, Price, One Dollar 

For sale by all dealers or sent prepaid on receipt of price. 
Send stamp for Book of Rules and Instruction. 

THE NATIONAL CARD CO., 

NEW YORK OFFICE 



221-227 CANAL ST. 



INDIANAPOLIS, IND. 



%Xiz §tetiotmI IPjettmtf 



duplicate mnbist 



(PATENT APPLIED FOR.) 

Copyright 1892 byCassius M. Paine, 

Editor of "Whist." 

Can be Carried in the Pocket. Can be Used on the Cars. 

A Series of Index Cards with Red and Yellow Ends.- 
The whole Plan Explained in Two Lines : 

Red Ends of Index Cards Govern Original Play. 
Yellow Ends ol Index Cards Govern Duplicate Play. 



if. 



This Method Provides for 20 Original and 20 
Duplicate Deals for One Dollar. 



HIi&BCJJST IN MERIT; LOWEST IN PRICE; SIMPLEST 
< IN DETAIL; GREATEST IN POSSIBILITIES. 



For sale by leading stationers, or sent prepaid on 
receipt of price by 



CASS1US M. PAINE, 

106 Mason Street, Milwaukee, Wis. 



MANUFACTURED BY 

THE NATIONAL CARD COMP 
INDIANAPOLIS, INDIANA 



t 



A PRIZE WHIST PROBLEM 

Double Dummy. 






BY THE EDITOR OF WHIST. 



All hands should be exposed to full view on the table. 
North and South must make the required number of 
tricks, in spite of any play that East and West can make 
to try to prevent them. 

Play is made with respect to all the exposed cards 
instead of with respect to whist maxims. 



*K,4. 

VK,4. 

4 Q, 10, 9, 8, 5, 4, 2. 

♦ A, K. 



4, 10, 9, 7, 3, 2. 

V Q, 8, 2. 

$ 7,3. 

4 J, 10, 8. 




£ A, 6, 5. 

^ A, J, 10, 9, 3. 

4 K, .6. 

♦ 9, 3, 2. 



Jft Q, J, 8. 

¥ 7, 6, 5. 

4 A, J. 

♦ Q, 7, 6, 5, 4. 

Diamonds trumps; South to lead; North and South to 
take ten tricks. 



An elegant pack of French size playing cards, specially 
adapted for whist and other full-handed card games, will 
be sent free to every one sending a correct solution to the 
above problem,, accompanied by the full addresses of 
twelve whist players, providing ten of the names so sent 
in are new ones to us. 

CASSIUS M. PAINE, 
106 Mason Street, Milwaukee, Wis. 



PRICE-LIST. 



Set No. 1, Capacity for 20 original deals $1 00 

Set No. 2, " "24 " " 1 25 

Set No. 3, " "40 " " 1 75 

Carriage Prepaid in U. S. and Canada. 

Every set contains, in addition to the index cards, 13 
counters, a full supply of rubber bands and 50 score cards, 
put up in a neat box. 



Playing Cards. 

One dozen packs $2 00 

Two dozen packs 3 60 

Carriage prepaid to points east of Missouri River. 

These are The National Card Co.'s French size whist 
cards, and are strictly first-class quality. The index cards 
are made especially to fit this size, but can be used with 
any cards. 

Which Sets to Buy. 

For ordinary family and social play a No. 1 set will 
meet all requirements. 

If you are an enthusiast, and accustomed to play regu- 
larly with certain of your friends, get a No. 2. 

If you wish to realize the best results of club and ex- 
pert play, get a No. 3 set, so that you can make the original 
play one night and the duplicate another. 



It will be found convenient to have a No. 1 and a 
No. 3 set, as it is sometimes desired to hold hands over for 
duplicate play beyond the next meeting, and in such 
events an extra set is needed. 



For sale by leading stationers or sent prepaid by 

CASSIU5 M. PAINE, 

106 Mason Street, Milwaukee, Wis. 



The National AETHOb 

OF 

DUPLICATE WMI5T. 



This system is carried on by a series of index 
cards and will be found simple, quick and accur- 
ate. The index cards are parti-colored red and 
yellow, and the whole plan is expressed in two 
lines : 

The red ends of the cards govern original play. 

The yellow ends of the cards govern duplicate 
play. 

This method embraces with all the possibilities 
of other methods, and in addition possesses some 
characteristic and exclusive features of its own 
of essential moment to the best club and social 
play. 

Instructions. 

1. Sort the index cards according to the red 
ends into four packages — North, East, South, 
West— and place them respectively with the 
players at the table. 

Each player will keep his index cards colored 
side up, and will be careful to see that they are 
in consecutive order (card No. 1 on top and the 
highest number on the bottom.) Observe this 



carefully and the index cards will take care of 
all further details. 

2. Place thirteen checks in the center of the 
table to use in counting the tricks, and distribute 
some small rubber bands to the players. 

Original Play. 

3. The index cards will always indicate the 
dealer, and the original leader will always be the 
next player in whist order. 

The trump may be turned, or one suit may be 
declared trump for the entire sitting, as the 
players may elect. 

4. Each player will lay his card in front of him 
towards the center of the table, instead of throw- 
ing it to the trick in the middle. At the com- 
pletion of the trick the side winning it takes a 
check from the center of the table, and the cards 
are turned over where they lie. When the deal 
has been played through, the. cards that each 
player held are in a packet before him. After 
recording the score, each player places his top 
index card on his hand and encircles the packet 
with a rubber band. The dealer turns the 
trump card face up in his hand, if the plan of 
turning a trump was adopted. The packets or 
hands of the four players are then gathered up 
and a rubber band put around the whole, and 
the deal is then laid aside till required for dupli- 
cate play. Continue in this way till all the orig- 
inal deals have been played. 

Duplicate Play. 

5. Taking up one of the deals at random (for 
the deals should be played back somewhat out 



6 

of their regular order so that none of the play- 
ers will know which deal is in hand), deliver the 
hands to the players according to the yellow ends 
of the index cards. 

6. The cards may now be thrown in the center 
of the table and the tricks gathered as com- 
pleted, if no other players are to play the same 
deals. The number of the deal on the back of 
the index cards should not be known in the dup- 
licate play till referred to for entering the score. 

When the duplicate play is completed, each 
side will have held the same strength in cards. 

Games of One Table. 

The above rules will apply. Sometimes on the 
duplicate play a player will recollect some feat- 
ure of a deal from the original play. In such 
cases he should play his cards strictly in accord- 
ance with whist maxims. Opportunity for thus 
memorizing hands may be avoided almost wholly 
by using a No. 3 set of index cards, providing 
for forty deals, and making the original play one 
evening and the duplicate another. 

Two Tables. 

Let the play be by sides. Representing one 
side as Washington and the other as Milwaukee, 
seat the players so that the Washingtons will 
sit north and south at one table and east and 
west at the other, the Milwaukees, of course, oc- 
cupying opposite positions. One table may start 
with the index cards numbered from 1 to 10, 
and the other table with the index cards num- 
bered from 11 to 20, and when they have com- 
pleted the original play, exchange the deals for 
the other table to play. 



When the original play of the twenty deals is 
completed at both tables, it is better to deal 
afresh and go through another series in the same 
way, or else use a No. 3 set of index cards, pro- 
viding for forty deals ; and then there is no op- 
portunity afforded to remember cards. When 
only original deals are played, the score will not 
yield a comparison between the teams of one 
table, but will tell which side of four players has 
made the best record. In matches of two tables 
the most progressive clubs usually require each 
side to interchange partners, so as to play a third 
of the time with each other. This was done in 
the Hamilton Club trophy match at the second 
congress of the American Whist League. 

Three Tables. 

Match the teams as evenly as possible, observ- 
ing no other order. 

A No. 2 set of twenty-four index cards is best 
adapted to play at three tables, as it admits of 
an equal apportionment, but a No. 1 set may be 
.used by apportioning the index cards as follows : 
First table, 1 to 7 ; second table, 8 to 14 ; third 
table, 15 to 20. Let each table play through its 
original deals and then exchange with the others 
until the twenty deals have been played by all. 
The deals may then be played back in duplicate 
if a comparison is desired between the teams at 
each table, but a better way is to play through a 
new series of original deals, or else use a No. 3 
set of index cards providing for forty deals, in 
order to avoid any opportunity of remembering 
cards ; and then compute the score by striking an 
average of the tricks made by the north and 



south hands, and also of the tricks made by the 
east and west hands, determining merit by com- 
paring team scores with the averages as above 
derived. For example : If the north and south 
hands should make 272, 280, 282, the average 
would be 278, and credit would be given with re- 
spect to this basis. 

Four Tables. 

If play is by sides, seat the players after the 
same manner as directed for two tables, appor- 
tioning the index cards equally between the 
tables. If preferred, merit may be determined 
by averaging the hands the same as for three 
tables, but the former plan is generally regarded 
the better. 

More Than Four Tables. 

When more than four tables participate, ap- 
portion one round of index cards at each table, 
pass the deals along as played until they have 
gone clear around the circuit, then apportion 
another round of index cards and proceed as 
before. The game may be by sides, if an even 
number of tables enter, or the hands may be 
averaged, as is preferred. 

Duplicate Drive Whist. 

Arrange the players as directed for three 
tables and then pass the deals along as directed 
in games of more than four tables. Compute 
the score by averaging the hands. 

Tournaments for Teams of Four Players. 

Tournaments may best be arranged in teams 
of four players, the plan being to play a game 



with every other team of four after the same 
manner as described in games of two tables; but 
games at all the tables may go on at the same 
time, and the same deals may be played at all 
the tables, thus affording interesting compari- 
sons beyond the main object of the match. 

Players entering the tourney and finding them- 
selves unable to be present at appointed meet- 
ings, should provide substitutes, and failing to 
do so, the committee in charge should make 
such appointments, or inflict a penalty by caus- 
ing a forfeiture of a few tricks (say three) to the 
parties in readiness to play. 

Tournaments for Teams of Two Players. 

If the possibility of remembering hands is 
not objectionable to the members, the play may 
virtually be a series of matches the same as for 
one table. Continue the tournament until each 
team has played a match with every other team. 
All games may go on at the same time and the 
same deals may be played by all. 

The only plan that will avoid possibility of re- 
membering hands is to play only original deals 
and average the hands for each evening. This 
plan carried out to completion will yield accur- 
ate comparisons of skill. 

Tournaments for Individual Play. 

To play a whole evening with one partner 
would make a long tournament if the number of 
entries was large ; so the best plan is for each 
person to play eight deals as partner with each 
of the players at his table against the other two, 



10 

making twenty-four deals in all ; and then play 
the deals back in duplicate with the players in 
the same position as on the original play. 

A fresh score should be started at every change 
on the original play. It is best to have each 
table play independent of all the others, as, 
owing to the nature of the tourney, the match 
can not be carried out to the end without some 
of the players waiting over. On the next as- 
signment all that is required is to see that per- 
sons that have played together once do not meet 
again. It will facilitate progress in this tourney 
if players are allowed to play matches whenever 
they see fit. 

Tests of Individual Skill. 

When a few players (say four) wish to try 
conclusions, let each nlay one whole evening 
with each of the others as a partner against the 
other two, playing original and duplicate deals. 
Original play may be made one evening and du- 
plicate another by taking six evenings to com- 
plete the match. 

Final results may be reached in one evening 
by using a No. 2 set, providing for twenty-four 
deals, and changing partners after every eight 
deals. 



The Laws or Whist, 

As revised and adopted at the Second Annual Congress 

of the American Whist League, held at New 

York, July 19=23, 1892. 



Scoring. 

1. A game consists of seven points, each trick 
above six counting one. The value of the game 
is determined by deducting the losers' score from 
seven. 

Forming the Table. 

2. Those first in the room have the preference. 
If, by reason of two or more arriving at the same 
time, more than four assemble, the preference 
among the last comers is determined by cutting, 
a lower cut giving the preference over all cutting 
higher. A complete table consists of six ; the 
four having the preference, play. 

3. If two players cut intermediate cards of 
equal value, they cut again; the lower of the 
new cut plays with the original lowest. 

4. If three players cut cards of equal value, 
they cut again. If the fourth has cut the high- 
est card, the lowest two of the new cut are part- 
ners, and the lowest deals. If the fourth has cut 
the lowest card, he deals, and the highest two of 
the new cut are partners. 



12 

5. At the end of the game, if there are more 
than four belonging to the table, a sufficient 
number of the players retire to admit those 
awaiting their turn to play. In determining 
which players remain in, those who have played 
a less number of consecutive games have the 
preference over all who have played a greater 
number ; between two or more who have played 
an equal number, the preference is determined 
by cutting, a lower cut giving the preference 
over all cutting higher. 

6. To entitle one to enter a table, he must de- 
clare his intention to do so before any one of the 
players has cut for the purpose of commencing 
a new game or of cutting out. 

Cutting. 

7. In cutting, the ace is the lowest card. All 
must cut from the same pack. If a player ex- 
poses more than one card, he must cut again. 
Drawing cards from the out-spread pack maybe 
resorted to in place of cutting. 

Shuffling. 

8. Before every deal, the cards must be shuffled. 
When two packs are used, the dealer's partner 
must collect and shuffle the cards for the ensu- 
ing deal and place them at his right hand. In 
all cases the dealer may shuffle last. 

9. The pack must not be shuffled during the 
play of a hand, nor so as to expose the face of 
any card. 

Cutting to the Dealer. 

10. The dealer must present the pack to his 
right-hand adversary to be cut ; the adversary 



13 

must take a portion from the top of the pack 
and place it towards the center of the table ; at 
least four cards must be left in each packet ; the 
dealer must reunite the packets by placing the 
one not removed in cutting upon the other. 

11. If, in cutting or reuniting the separate 
packets, a card is exposed, the pack must be re- 
shuffled and cut ; if there is any confusion of the 
cards or doubt as to the place where the pack 
was separated, there must be a new cut. 

12. If the dealer reshuffles the cards after 
they have been properly cut, he loses his deal. 

Dealing. 

13. When the pack has been properly cut and 
reunited, the dealer must distribute the cards, 
one at a time to each player in regular rotation, 
beginning at his left. The last, which is the 
trump card, must be turned up before the dealer. 
At the end of the hand, or when the deal is lost, 
the deal passes to the player next to the dealer 
on his left, and so on to each in turn. 

14. There must be a new deal by the same 
dealer : — 

I. If any card except the last is faced in the 
pack. 

II. If, during the deal or during the play of 
the hand, the pack is proved incorrect or imper- 
fect ; but any prior score made with that pack 
shall stand. 

15. If, during the deal, a card is exposed, the 
side not in fault may demand a new deal, pro- 
vided neither of that side has touched a card. 
If a new deal does not take place, the exposed 
card can not be called. 



14 

16. Any one dealing out of turn or with his 
adversaries' cards, may be stopped before the 
trump card is turned, after which the deal is 
valid, and the cards, if changed, so remain. 

Misdealing. 

17. It is a misdeal : — 

I. If the dealer omits to have the pack cut, 
and his adversaries discover the error before the 
trump card is turned, and before looking at any 
of their cards. 

II. If he deals a card incorrectly and fails to 
correct the error before dealing another. 

III. If he counts the cards on the table or in 
the remainder of the pack. 

IV. If, having a perfect pack, he does not deal 
to each player the proper number of cards, and 
the error is discovered before all have played to 
the first trick. 

V. If he looks at the trump card before the 
deal is completed. 

VI. If he places' the trump card face down- 
wards upon his own or any other player's cards. 

A misdeal loses the deal, unless, during the 
deal, either of the adversaries touches the cards 
or in any other manner interrupts the dealer. 

The Trump Card. 

18. The dealer must leave the trump card 
face upwards on the table until it is his turn to 
play to the first trick. If left on the table until 
after the second trick has been turned and quit- 
ted, it becomes an exposed card. After it has 
been lawfully taken up, it must not be named, 
and any player naming it is liable to have his 



15 

highest or his lowest trump called by either ad- 
versary. A player may, however, ask what the 
trump suit is. 

Irregularities in the Hands. 

19. If, at any time after all have played to the 
first trick, the pack being perfect, a player is 
found to have either more or less than his cor- 
rect number of cards, and his adversaries have 
their right number, the latter, upon the discov- 
ery of such surplus or deficiency, may consult, 
and shall have the choice : — 

I. To have a new deal ; or 

II. To have the hand played out ; in which 
case, the surplus or missing card or cards are not 
taken into account. 

If either of the adversaries also has more or 
less than his correct number, there must be a 
new deal. 

If any player has a surplus card by reason of 
an omission to play to a trick, his adversaries 
can exercise the foregoing privilege only after he 
has played to the trick following the one in 
which such omission occurred. 

Exposed Cards. 

20. The following are exposed cards : — 

I. Every card faced upon the table otherwise 
than in the regular course of play, but not in- 
cluding a card led out of turn. 

II. Every card thrown with the one led or 
played to the current trick. The player must 
indicate the one led or played. 

III. Every card so held by a player that his 
partner admits he has seen any portion of its 
face. 



16 

IV. All the cards in a hand so lowered or held 
by a player that his partner admits he has seen 
the hand. 

V. Every card named by the player holding it. 

21. All exposed cards are liable to be called by 
either adversary, must be left face upwards on 
the table, and must not be taken into the play- 
er's hand again. A player must lead or play 
them when they are called, provided he can do 
so without revoking. The call may be repeated 
until the card is played. A player can not be 
prevented from leading or playing a card liable 
to be called ; if he can get rid of it in the course 
of play, no penalty remains. 

22. If player leads a card better than any his 
adversaries hold of the suit, and then leads one 
or more other cards without waiting for his 
partner to play, the latter may be called upon by 
either adversary to take the first trick, and the 
other cards thus improperly played are exposed 
cards ; it makes no difference whether he plays 
them one after the other or throws them all on 
the table together ; after the first card is played, 
the others are exposed. 

23. A player having an exposed card must not 
play until the adversaries have stated whether 
or not they wish to call it. If he plays another 
card without so waiting, such card also is an 
exposed card. 

Leading Out of Turn. 

24. If any player leads out of turn, or before 
the preceding trick has been turned and quitted, 
a suit may be called from him or his partner 
when it is next the turn of either of them to lead. 



17 

The penalty can be enforced only by the adver- 
sary on the right of the player from whom a 
suit can lawfully be called. 

If a player, so called on to lead a suit, has 
none of it, or if all have played to the false lead, 
no penalty can be enforced. If all have not 
played to the trick, the cards erroneously played 
to such false lead can not be called, and must be 
taken back. 

Playing Out of Turn. 

25. If the third hand plays before the second, 
the fourth hand may also play before the second. 

26. If the third hand has not played, and the 
fourth, hand plays before the second, the latter 
may be called upon by the third hand to play his 
highest or lowest card of the suit led, or, if he 
has none, to trump or not to trump the trick. 

Revoking. 

27. A revoke is a renounce in error, not cor- 
rected in time. A player renounces in error, 
when, holding one or more cards of the suit led, 
he plays a card of a different suit. 

28. A renounce in error may be corrected by 
the player making it, before the trick in which it 
occurs has been turned and quitted, unless either 
he or his partner, whether in his right turn or 
otherwise, has led or played to the following 
trick, or unless his partner has asked whether or 
not he has any of the suit renounced. 

29. If a player corrects his mistake in time to 
save a revoke, the card improperly played by 
him becomes an exposed card; any player or 
players, who have played after him, may with- 



18 

draw their cards and substitute others ; the 
cards so withdrawn are not liable to be called. 

30. The penalty for revoking is the transfer of 
two tricks from the revoking side to their adver- 
saries ; it can be claimed for as many revokes as 
occur during the hand. The revoking side can 
not win the game in that hand ; if both sides re- 
voke, neither can win the game in that hand. 

31. The revoking player and his partner may 
require the hand in which the revoke has been 
made, to be played out ; if the revoke loses them 
the game, they nevertheless score all points 
made by them up to the score of six. 

32. At the end of a hand, the claimants of a 
revoke may search all the tricks. If the cards 
have been mixed, the claim may be urged and 
proved, if possible; but no proof is necessary, 
and the revoke is established, if, after it has been 
claimed, the accused player or his partner mixes 
the cards before they have been examined to the 
satisfaction of the adversaries. 

33. The revoke can be claimed at any time 
before the cards have been presented and cut for 
the following deal, but not thereafter. 

Miscellaneous. 

34. If a player is lawfully called upon to play 
the highest or lowest of a suit, or to trump or 
not to trump a trick, or to lead a suit, and un- 
necessarily fails to comply, he is liable to the 
same penalty as if he had revoked. 

35. Any one, during the play of a trick and 
before the cards have been touched for the pur- 
pose of gathering them together, may demand 
that the players draw their cards. 



19 

36. If any one, prior to his partner playing, 
calls attention in any manner to the trick or to 
the score, the adversary last to play to the trick 
may require the offender's partner to play his 
highest or lowest of the suit led, or, if he has 
none, to trump or not to trump the trick. 

37. In all cases where a penalty has been in- 
curred, the offender must await the decision of 
the adversary entitled to exact it. If the wrong 
adversary demands a penalty, or a wrong penalty 
is demanded, none can be enforced. 

38. When a trick has been turned and quitted, 
it must not again be seen until after the hand 
has been played. A violation of this law sub- 
jects the offender's side to the same penalty as 
in case of a lead out of turn. 

39. If any player says " I can win the rest," 
"The rest are ours," "We have the game," or 
words to that effect, his partner's hand must be 
laid upon the table and treated as exposed cards. 

40. League clubs may adopt any rule requiring 
or permitting methods of scoring or of forming 
the table, different from those above prescribed. 



— 



A PRIZE WHIST COUP. 



BY THE EDITOR OF WHIST. 

A coup (pronounced coo) is a strategic or brilliant play. 
All the hands are to be exposed on the table and played by 
one person, but the play must be strictly in accordance 
with whist maxims; that is, all the inferences must be 
natural to whist instead of from observation of the cards. As 
each card is played the considerations to govern should be 
observation of the remaining cards in that hand and refer- 
ence to all the cards that have been played up to that time. 



* K, 8, 4, 3, 

¥7- 

4 K, J, 6, 5, 

♦ Q-5- 


2. 

2. 


* 7,6. 

V J, 9, 4, 2. 

4 Q> 10 > 9 - 4. 

♦ 6, 4, 2. 


N 
W E 

S 


4» A, 9, 5. 
Va,K,Q,10,6,3 
4 A, 7. 

4 k, J. 


• 

< 
i 


fr Q, J, io. 

if 8,5. 
ft 8, 3. 
t A, 10, 9, 8, 


7,3. 



Clubs trumps; South to lead; North and South to make 
nine tricks. 



An elegant pack of French size playing cards, specially 

adapted for whist and other full-handed card games will 

be sent free to every one sending a correct solution of the 

above coup, accompanied by the full addresses of twelve 

whist players, providing that ten of the names so sent in 

are new ones to us. 

CASSIUS M. PAINE, 

106 Mason Street, Milwaukee, Wis. 



CABLON & HoLLENBKCK, PsiNTEES 

Indianapolis. 




A Monthly Journal Devoted to the Interests 

of the Game. 



THE ONLY JOURNAL DEVOTED EXCLUSIVELY TO WHIST 



THE OFFICIAL SOURCE OF COMMUNICATION AND DISCUSSION 

BETWEEN WHIST PLAYERS AND WHIST CLUBS, UPON 

ALL POINTS PERTAINING TO THE GAME. 



Official Publication of the American Whist League 
CASSIUS M. PAINE, Editor. 

♦ 

terms to subscribers: 

One Year, One Dollar ; Single Copies, Ten Cents. 



RDDRESS 

The Whist Publishing Company 

MILWAUKEE, WIS. 

By reading Whist each month, good play is acquired 
pleasantly and without effort. 



I 

LIBRARY OF CONGRESS 



021 094 283 A 




